X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FColorbound.js;h=90e54dc4325aca770965116ed11ad2e5a4510854;hb=ded43c88fad60fd8f9bb46aabd67f3f2092f65f3;hp=7e0a62224c1086821dccb6149e78cf34b76dec62;hpb=48252022d603e79280a763cd3d3a9bb4a6625b88;p=vchess.git diff --git a/client/src/variants/Colorbound.js b/client/src/variants/Colorbound.js index 7e0a6222..90e54dc4 100644 --- a/client/src/variants/Colorbound.js +++ b/client/src/variants/Colorbound.js @@ -3,6 +3,7 @@ import { ArrayFun } from "@/utils/array"; import { randInt } from "@/utils/alea"; export class ColorboundRules extends ChessRules { + static get PawnSpecs() { return Object.assign( {}, @@ -34,59 +35,10 @@ export class ColorboundRules extends ChessRules { 'k': 'k' }; - let pieces = { w: new Array(8), b: new Array(8) }; - let flags = ""; - // Shuffle pieces on first (and last rank if randomness == 2) - for (let c of ["w", "b"]) { - if (c == 'b' && randomness == 1) { - pieces['b'] = pieces['w'].map(p => piecesMap[p]); - flags += flags; - break; - } - - // TODO: same code as in base_rules. Should extract and factorize? - - let positions = ArrayFun.range(8); - - let randIndex = 2 * randInt(4); - const bishop1Pos = positions[randIndex]; - let randIndex_tmp = 2 * randInt(4) + 1; - const bishop2Pos = positions[randIndex_tmp]; - positions.splice(Math.max(randIndex, randIndex_tmp), 1); - positions.splice(Math.min(randIndex, randIndex_tmp), 1); - - randIndex = randInt(6); - const knight1Pos = positions[randIndex]; - positions.splice(randIndex, 1); - randIndex = randInt(5); - const knight2Pos = positions[randIndex]; - positions.splice(randIndex, 1); - - randIndex = randInt(4); - const queenPos = positions[randIndex]; - positions.splice(randIndex, 1); - - const rook1Pos = positions[0]; - const kingPos = positions[1]; - const rook2Pos = positions[2]; - - pieces[c][rook1Pos] = "r"; - pieces[c][knight1Pos] = "n"; - pieces[c][bishop1Pos] = "b"; - pieces[c][queenPos] = "q"; - pieces[c][kingPos] = "k"; - pieces[c][bishop2Pos] = "b"; - pieces[c][knight2Pos] = "n"; - pieces[c][rook2Pos] = "r"; - if (c == 'b') pieces[c] = pieces[c].map(p => piecesMap[p]); - flags += V.CoordToColumn(rook1Pos) + V.CoordToColumn(rook2Pos); - } - // Add turn + flags + enpassant + const baseFen = ChessRules.GenRandInitFen(randomness); return ( - pieces["b"].join("") + - "/pppppppp/8/8/8/8/PPPPPPPP/" + - pieces["w"].join("").toUpperCase() + - " w 0 " + flags + " -" + baseFen.substr(0, 8).split('').map(p => piecesMap[p]).join('') + + baseFen.substr(8) ); } @@ -111,16 +63,11 @@ export class ColorboundRules extends ChessRules { getPotentialMovesFrom([x, y]) { switch (this.getPiece(x, y)) { - case V.C_ROOK: - return this.getPotentialC_rookMoves([x, y]); - case V.C_KNIGHT: - return this.getPotentialC_knightMoves([x, y]); - case V.C_BISHOP: - return this.getPotentialC_bishopMoves([x, y]); - case V.C_QUEEN: - return this.getPotentialC_queenMoves([x, y]); - default: - return super.getPotentialMovesFrom([x, y]); + case V.C_ROOK: return this.getPotentialC_rookMoves([x, y]); + case V.C_KNIGHT: return this.getPotentialC_knightMoves([x, y]); + case V.C_BISHOP: return this.getPotentialC_bishopMoves([x, y]); + case V.C_QUEEN: return this.getPotentialC_queenMoves([x, y]); + default: return super.getPotentialMovesFrom([x, y]); } return []; } @@ -184,93 +131,14 @@ export class ColorboundRules extends ChessRules { ); } - // TODO: really find a way to avoid duolicating most of the castling code - // each time: here just the queenside castling squares change for black. getCastleMoves([x, y]) { - const c = this.getColor(x, y); - if (x != (c == "w" ? V.size.x - 1 : 0) || y != this.INIT_COL_KING[c]) - return []; - - const oppCol = V.GetOppCol(c); - let moves = []; - let i = 0; - // King, then rook: + const color = this.getColor(x, y); const finalSquares = [ // Black castle long in an unusual way: - (c == 'w' ? [2, 3] : [1, 2]), + (color == 'w' ? [2, 3] : [1, 2]), [V.size.y - 2, V.size.y - 3] ]; - castlingCheck: for ( - let castleSide = 0; - castleSide < 2; - castleSide++ //large, then small - ) { - if (this.castleFlags[c][castleSide] >= V.size.y) continue; - - const rookPos = this.castleFlags[c][castleSide]; - const castlingPiece = this.getPiece(x, rookPos); - const finDist = finalSquares[castleSide][0] - y; - let step = finDist / Math.max(1, Math.abs(finDist)); - i = y; - do { - if ( - this.isAttacked([x, i], oppCol) || - (this.board[x][i] != V.EMPTY && - (this.getColor(x, i) != c || - ![V.KING, castlingPiece].includes(this.getPiece(x, i)))) - ) { - continue castlingCheck; - } - i += step; - } while (i != finalSquares[castleSide][0]); - - step = castleSide == 0 ? -1 : 1; - for (i = y + step; i != rookPos; i += step) { - if (this.board[x][i] != V.EMPTY) continue castlingCheck; - } - - for (i = 0; i < 2; i++) { - if ( - finalSquares[castleSide][i] != rookPos && - this.board[x][finalSquares[castleSide][i]] != V.EMPTY && - ( - this.getPiece(x, finalSquares[castleSide][i]) != V.KING || - this.getColor(x, finalSquares[castleSide][i]) != c - ) - ) { - continue castlingCheck; - } - } - - moves.push( - new Move({ - appear: [ - new PiPo({ - x: x, - y: finalSquares[castleSide][0], - p: V.KING, - c: c - }), - new PiPo({ - x: x, - y: finalSquares[castleSide][1], - p: castlingPiece, - c: c - }) - ], - vanish: [ - new PiPo({ x: x, y: y, p: V.KING, c: c }), - new PiPo({ x: x, y: rookPos, p: castlingPiece, c: c }) - ], - end: - Math.abs(y - rookPos) <= 2 - ? { x: x, y: rookPos } - : { x: x, y: y + 2 * (castleSide == 0 ? -1 : 1) } - }) - ); - } - - return moves; + return super.getCastleMoves([x, y], finalSquares); } isAttacked(sq, color) { @@ -335,4 +203,5 @@ export class ColorboundRules extends ChessRules { static get SEARCH_DEPTH() { return 2; } + };